mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
8a44ef4f6c
Updates #2162
111 lines
2.6 KiB
Go
111 lines
2.6 KiB
Go
// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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package main
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import (
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"fmt"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type Game struct {
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dst *ebiten.Image
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phase int
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}
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func (g *Game) Update() error {
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const w, h = 1, 1
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switch g.phase {
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case 0:
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s, err := ebiten.NewShader([]byte(`package main
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var Color vec4
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return Color
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}`))
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if err != nil {
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return err
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}
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g.dst = ebiten.NewImage(w, h)
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op := &ebiten.DrawRectShaderOptions{}
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op.Blend = ebiten.BlendCopy
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op.Uniforms = map[string]any{
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"Color": []float32{1, 1, 1, 1},
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}
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g.dst.DrawRectShader(w, h, s, op)
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if got, want := g.dst.At(0, 0), (color.RGBA{0xff, 0xff, 0xff, 0xff}); got != want {
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return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
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}
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// Deallocate the shader. When a new shader is created in the next phase, the underlying shader ID might be reused.
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// This test checks that the new shader works in this situation.
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// The actual disposal will happen after this frame and before the next frame in the current implementation.
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s.Deallocate()
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g.phase++
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case 1:
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s, err := ebiten.NewShader([]byte(`package main
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var Dummy float
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var A, B, G, R float
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(R, G, B, A)
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}`))
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if err != nil {
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return err
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}
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op := &ebiten.DrawRectShaderOptions{}
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op.Blend = ebiten.BlendCopy
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op.Uniforms = map[string]any{
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"Dummy": float32(0),
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"R": float32(0.5),
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"G": float32(1),
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"B": float32(0.5),
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"A": float32(1),
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}
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g.dst.DrawRectShader(w, h, s, op)
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if got, want := g.dst.At(0, 0), (color.RGBA{0x80, 0xff, 0x80, 0xff}); got != want {
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return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
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}
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return ebiten.Termination
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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}
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func (g *Game) Layout(width, height int) (int, int) {
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return width, height
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}
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func main() {
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if err := ebiten.RunGame(&Game{}); err != nil {
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panic(err)
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}
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}
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